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Paneki21

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  1. https://m.facebook.com/events/1410836705746517?acontext={"ref"%3A"3"%2C"action_history"%3A"null"}&aref=3 Wyrdos r MN! Doing an impromptu pick up event this Saturday, October 26th, 2019. Paddys Game Shoppe in Saint Cloud MN. See the time detail and Scheme/Strat setup in the link above. Designed to be a casual introduction to our soon to be steamrolling tournament scene in Minnesota! Calling all Clowns and Clownettes, On October the 26th of 2019 at Paddy's I will be hosting a pick up tournament that has been traveling via whisper throughout our group! This will be a very casual tournament, allowing folks to try new crews they haven't touched, or anchor down and better understand the ones they already play! This will be a 3 round tournament beginning at 11am (a Saturday), registration and prep at 10am (table building namely) and allowing for 2 hour and 15 minute rounds. Painting restrictions and basing restrictions will be casual for this, as the idea is to get models on the table that you wish to perhaps prep and deploy at the Renegade I'm hosting in November! Each game will be 50SS. Please bring all the items that your crew may need. Tokens, markers, Fate Deck. All that jazz. As an additional mention to this event, I will be asking for a $5 entry fee, as I will be awarding prizes. As casual as this will be, I figure I will be doing something to make it work your time! #RoadtotheRenegade2019ee ya there!
  2. So, Alas! The moment all you Malifools have been waiting for! The year of Beta testing over. New cards and new sculpts in your possession. It's time to see what you are made of, and make your presence felt across Malifaux! So grab a few soulstones, a few salty-faced pals, and head on down to the RENEGADE Open as we kick off Malifaux's re-entry into the gaming scene with better rules, new and old players, but that same old sinful street shakedown we all grew to love. This year, our 2019 tournament for the Renegade will be a 3 round event. The rules will doubtlessly be that of the newly released M3E Rules, along with any modifications that is provided by the Tournament Manual. Strategies and Schemes will be determined and updated to this event once we have reached 10 players. There will be 24 slots available so get in while you can! What you will need to know! -Cost: $10 for the Saturday event (Badge pass not considered in this price) -Arrival and Registration: 10am to 10:59am -Round 1 begins at 11am -Terrain and Maps will be provided. -Faction LOCKED -Proxies for unreleased models disallowed. -Dead Man's Hand friendly. What you will need to bring! -50ss crew for play -50ss crew for a Painting Competition Entry (Optional. Display boards welcomed and encouraged) -Fate Deck -Stat Cards (Updated for M3E. Print off are fine, so long as they have current rulings) -Measuring tools -Tokens (your own distinguishable Schemes Markers. Strategy/Terrain/Corpses/Conditions for tracking) -A method to track wounds (Dice or markers are just fine) -A good, sportsmanlike attitude 10AM-11AM: Arrival/Registration 11AM-1:15PM: Round 1 1:15PM to 2:30PM LUNCH (Painting judgment will happen in this time) 2:30PM to 4:45PM Round 2 5PM to 7:15PM Round 3 Prizes will be distributed after Round 3 when all game submissions are tallied and totaled. Everyone will walk away with something. Players are granted 2 hours and 15 minutes for games to be settled. You will need to register for the event and grab yourself one of the convention Badge options. The Malifaux listing for the event will be up with the rest of the events here shortly. Working out the final details with the convention organizer. Any further questions or concerns, you can reach me personally on the Wyrd Forums under: Paneki21. Feel free to DM anytime. Additional contact: weiyan2121@gmail.com Location and Hotel lodging can be found at http://www.renegadeopen.com/hotel/
  3. What are some suggestions on transporting TOS crews? It's quite a number of models, and I find myself having a lot of toppling issues even as I'm doing the practice games/demo games. My 1.5mm and 3mm magnets don't seem to be an option here. I'm just curious to see or hear what people are doing. Currently, they all sit in a tray that I carry, and that is not a good solution. Likely going to have to keep them all seperate in pluck foam and pull them out model by model, keeping the 120's aside until gametime.
  4. I really appreciate all of the helpful tips and advice. You guys are great. I'll have these printed and onhand, reciting them as mantra in my head as I build stories and consider encounters. I would however be hesitant to hand out grimiores alot, but I can see the benefit to letting a new group get a sense of how spell casting works as a mechanic, rather than just watching our Manifest Power driven caster do the same thing without any tampering with the spell effect. Anywho, with all that said, it's been a good week since my original post, and we've finished character building across the whole group. They are considering why they would be on a train to Malifaux, while I start coming up with the first few days in the city. What to do, what challenges to face. I've already come across a few trip ups regarding their "attacks" however. One character chose to become a Martial Arts expert, flavored around a gentleman Native American who is as at home in nature as he is in a rented hotel room. With Tanto in mind, mixed with The Legend of Kung fu guy (i didnt have the heart to inform him on the most recent events involving David Carradine, but I was secretly hoping he would add that flavor into it too "My character is REALLY good at holding his breath....because....reasons." ), In the books I was unable to find what his attack would be, as an open handed punch. Is there a basic attack I should be looking at, and what would Martial Arts grant to it as a benefit? He chose Primal, so I know his damage is +1 thanks to the Force of Nature Talent. Additionally, how does counterspellling work? Our sorcerer knows this as well, and I'm envisioning it as some kind of reaction to being attacked by a spell. I'm used to Dnd 4th editions "immediate reactions", but I dont thing this game has those. More or less, just triggers is all I see as the only thing to interrupt someone's turn in combat. Will she have a say in every spell being cast on the battlefield? Just ones against her? Or is it more infrequent than that? If there is simply a page I have stuck together in my books, direct my to the right pages and the book, and I'll make sense of it myself. But any help would be nice.
  5. Greetings one and all! I am a first time fatemaster, well secluded from any Wyrd games in our area. This would be our first whack and attempt at anything from the Malifaux world. I may have several question along the way, but the first of which arrives today during the second character creation for our upcoming adventures. Before I get to that, if any players or Fatemasters have any tips or "Hey, keep a look out on this...."/"Keep this in mind when..." (i.e. common things that are overlooked in starters), they would be much appreciated. I had gotten all 4 of the base books at once, so it's possible I may have overlooked something in reading, as it all kind of hit me like a ton of bricks. I am excited however to get rolling with this game. Continuing with the question. So we did end up running on free RPG day at our local brick and mortar, and we did get a feel for the game. Spellcasting however proved to be kind of iffy with the starter character. I got the impression that it's tough to pull off magic consistently. THEN, I come across this Talent "specialized skill" which allows you to pick a suit to have added to a prenamed skill for duel. What i'm just checking I guess is that, are attacks considered duels for these skill checks? the situation is my girlfriend has chosen a Mage, and picked a relatively easy spell as her Manifested Power, with a TN of 12, and her Sorcery at a 6 right off the bat (needing only a 6 from what i'm gathering, odds are in her favor, save for that pesky Tome pull), could she take this Talent, say "Sorcery" and "Tomes" and pull that puppy off nearly every time, provided 6 or better is yanked from the deck (or cheated)? If that is not that case, what are some recommended ways to approach pulling off a spell as consistently as possible. (for what it's worth, she opted for Personal Theory) Thanks again y'all, any advice and answers are going to be helpful.
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